#version 300 es
uniform mat4 uMVPMatrix;
uniform float maxLifeSpan;

in vec4 aPosition;
in vec2 aTexCoor;

out vec2 vTextureCoord;

out vec4 vPosition;
out float sjFactor;
void main()     
{
   gl_Position = uMVPMatrix * vec4(aPosition.x,aPosition.y,0.0,1);
   vTextureCoord = aTexCoor;
   vPosition=vec4(aPosition.x,aPosition.y,0.0,aPosition.w);
   sjFactor=(maxLifeSpan-aPosition.w)/maxLifeSpan;
}                      